﻿// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'

Shader "Custom/TronShader" {
	Properties {
        _Color("Color",Color)=(1.0,1.0,1.0,1.0)
        _EdgeColor("Edge Color",Color)=(1.0,1.0,1.0,1.0)
        _TargetColor("Target Color",Color)=(1.0,1.0,1.0,1.0)
        _Width("Width",Range(0,1))=0.2
    }
SubShader {
    Tags { 
    "Queue"="Transparent" 
    "IgnoreProjector"="True" 
    "RenderType"="Transparent" 
    }
    Blend SrcAlpha OneMinusSrcAlpha
    LOD 200
    Cull Front
    zWrite off
    Pass {
    CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag
    #pragma target 3.0
    #include "UnityCG.cginc"

    struct a2v {
        half4 uv : TEXCOORD0 ;
        half4 vertex : POSITION ;
    };

    struct v2f{
        half4 pos : SV_POSITION ;
        half4 uv : TEXCOORD0  ;            
    };
    fixed4 _Color;
    fixed4 _EdgeColor;
    fixed4 _TargetColor;
    float _Width;
    
    v2f vert(a2v v)
    {
        v2f o;
        o.uv = v.uv;
        o.pos=UnityObjectToClipPos(v.vertex);
        return o;
    }


    fixed4 frag(v2f i) : COLOR
    {
        fixed4 col;
        float lx = step(_Width, i.uv.x);
        float ly = step(_Width, i.uv.y);
        float hx = step(i.uv.x, 1.0 - _Width);
        float hy = step(i.uv.y, 1.0 - _Width);
        col = lerp(_EdgeColor, _Color, lx*ly*hx*hy);
        return col;
    }
    ENDCG
    }
    Blend SrcAlpha OneMinusSrcAlpha
    LOD 200 
    Cull Back
    zWrite off
    Pass {
    CGPROGRAM
    #pragma vertex vert
    #pragma fragment frag
    #pragma target 3.0
    #include "UnityCG.cginc"

    struct a2v {
        half4 uv : TEXCOORD0 ;
        half4 vertex : POSITION ;
    };

    struct v2f{
        half4 pos : SV_POSITION ;
        half4 uv : TEXCOORD0  ;            
    };
    fixed4 _Color;
    fixed4 _EdgeColor;
    fixed4 _TargetColor;
    float _Width;
    
    v2f vert(a2v v)
    {
        v2f o;
        o.uv = v.uv;
        o.pos=UnityObjectToClipPos(v.vertex);
        return o;
    }


    fixed4 frag(v2f i) : COLOR
    {
        fixed4 col;
        float lx = step(_Width, i.uv.x);
        float ly = step(_Width, i.uv.y);
        float hx = step(i.uv.x, 1.0 - _Width);
        float hy = step(i.uv.y, 1.0 - _Width);
        col = lerp(_EdgeColor, _Color, lx*ly*hx*hy);
        return col;
    }
    ENDCG
    }
} 
    FallBack "Diffuse"
}